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There have been a number of posts on this, but they always fall below the horizon sooner or later. I thought I would create this sticky, if anybody knows new or changed limits this list can be updated. The previous threads I found were here and here.) And Kraj pointed out this thread as well.

armor.txt - 1024 rows * (armor stands are limited)
misc txt - most likely 32768 rows
weapons.txt - 1024 rows * (weapons racks are limited)
These three files are a single file internally, their sum total of records must never exceed 65536 (and to be safe 32768)

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Not exactly a txt file but maby worth mentioning
animdata seems to be limited to 5000 lines, this might be just a tool limit in animdata_edit but still prevents us from packing a file with more than 5000 rows

I swear I had a thread that compiled all the known text file limits, but I can't find it. I'll keep looking. In the meantime, I don't think anyone has found a limit to cubemain yet, either logical or real. The MoAII alpha has more than 46,000 working recipies - IIRC Zy-El has more than that.

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Volf";p="211243" wrote:Not exactly a txt file but maby worth mentioning
animdata seems to be limited to 5000 lines, this might be just a tool limit in animdata_edit but still prevents us from packing a file with more than 5000 rows

It is indeed a tool limit.

animdata_edit.c" wrote:#define MAX_RECORDS 5000

The original AnimData.d2 contain 3559 entries. At the time I created the tool, I tought 5000 was wel enough. Not the first time I implement limits in a tool only to discover some months later that my users ask for more I'll rewrite the tool, normally today. I'll try to remove the limits, and to sort the result by filenames while I'm on it.

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Paul Siramy" wrote:I tought 5000 was wel enough. Not the first time I implement limits in a tool only to discover some months later that my users ask for more

Heh, wasn't 640k of memory enough for anybody...?

......

I'm still seeing phantom limits in certain txt files - new lines being ignored after a certain point, which is not a power of 2. Am I seeing things, or is there something else like say 256 new missiles, or 1024 missiles minus the hardcoded ones, or...?

I'm positive there is 'something' out there, until there is a scientific explanation.

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I'm still seeing phantom limits in certain txt files - new lines being ignored after a certain point, which is not a power of 2. Am I seeing things, or is there something else like say 256 new missiles, or 1024 missiles minus the hardcoded ones, or...?

One thing to remember is that both skills/skilldesc and missiles needs unique names. If you have duplicated name it will use wrong rows (duplicated row is just ignored and it uses previous row or something's like that).

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I learned my first assembly dialect on a PDP8 with 32KB, these people with MB and GB of RAM don't know the meaning of programs with small footprint.

(I don't want to go back either...)

I'm still seeing phantom limits in certain txt files - new lines being ignored after a certain point, which is not a power of 2. Am I seeing things, or is there something else like say 256 new missiles, or 1024 missiles minus the hardcoded ones, or...?

I'm positive there is 'something' out there, until there is a scientific explanation.

Some people see these phantom limits, some don't, and they don't ever seem to be in the same row. That certainly implies questionable content, rather than special record pointers. Nonetheless, there are true limits which don't appear in the data loading code: weapon racks and armor stands allow much less than weapons.txt and armor.txt can hold, there is no reason a 32-bit monster index can't exceed 1023 without an imposed limit, and what about nine bits for ItemStatCost IDs?

kingpin" wrote:You just need to think, how would the game know I'm on row #100?

d2common.10600 and friends? The game does a lot of business using record index numbers.

Last edited by Myhrginoc on Thu Feb 10, 2005 5:42 am, edited 1 time in total.

I'm wondering if this could be discussed in more detail. Are we talking a hard limit of 4096 uniques or is there a way to fudge that? I'm looking to create a special series of cube recipies that output a unique based on a variety of inputs for all 514 vanilla base items. So I'm looking to be able to generate a lot (50,000 or more) of uniques. Can I get anywhere near that? What about the limit of 32,767 meantioned in another thread?

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I'm wondering if this could be discussed in more detail. Are we talking a hard limit of 4096 uniques or is there a way to fudge that? I'm looking to create a special series of cube recipies that output a unique based on a variety of inputs for all 514 vanilla base items. So I'm looking to be able to generate a lot (50,000 or more) of uniques. Can I get anywhere near that? What about the limit of 32,767 meantioned in another thread?

This is probably one of the easiest limits to remove. Othervise I could add a new textfile to handle it.